I'm making a 3d chat thing as a test, and I'm trying to union all the parts that are generated but it won't union? Here is my script:
local unionFirst = words:FindFirstChild(":")
local otherUnions = {}
for _,part in pairs(words:GetChildren()) do
if part:IsA("BasePart") or part:IsA("MeshPart") or part:IsA("Part") or part:IsA("UnionOperation") then
if part.Name ~= ":" then
print("inserting")
table.insert(otherUnions,part)
print("inserted")
end
end
end
local success,errormsg = pcall(function()
local union = unionFirst:UnionAsync(otherUnions)
union.Name = "Word"
union.Parent = words
end)
if success then
if words:FindFirstChild("Word") then
print("union success")
else
print("union fail??")
end
else
print("union fail??")
warn(errormsg)
end
I added a pcall because since it wasn't giving any errors before, I thought this would error but it doesn't print anything besides the "inserting" and inserted" prints. I used unpack before to make sure that they were in the table, and they were, so Idk what's going on

3 comments
This is not my whole script btw, but before I tried to union the rest of the script was working fine so I didnt think it mattered to put it here
If the union is transparent, it's on roblox's side.
The union isnt transparent, it's just that it doesn't union at all but rather stays as separate parts